I am getting an access none error. I know what and Access None error is but I don't see why I am getting it. Yea I know that sounds crazy.
Here is my code:
Here is my Pawn:
And my controller:
Here is my code:
Code:
class TestOneDeathMatch extends xDeathMatch;
function RestartPlayer(Controller aPlayer) {
local Controller C;
Super.RestartPlayer(aPlayer);
for(C = Level.ControllerList; C != None; C = C.NextController)
{
if( C.bIsPlayer && !C.IsA('PlayerController') )
{
Log("Found AI controll Players**************");
TestOnePawn(C.Pawn).PostSpawn();
break;
}
}
//TestOnePawn(aPlayer.Pawn).PostSpawn();
//Log("+++++++++++++Restarting Player++++++++++++");
}
/*don't know if possibly to do:
DefaultPlayerClassName="MutTestOne.TestOnePawn"
to get spawn my pawn class??
*/
defaultproperties
{
MapPrefix="BS"
BeaconName="BS"
GameName="TEST ONE"
//DefaultPlayerClassName="MutTestOne.TestOnePawn"
}
Here is my Pawn:
Code:
class TestOnePawn extends xPawn;
function PostSpawn()
{
Log("start------->>>>>>>>>>>>>");
log("[TestOnePawn] Spawning " $ ControllerClass $ " for " $ self.Name, 'Informant');
Controller = spawn(ControllerClass);
Controller.Possess(self);
Controller.GotoState('Idle');
}
defaultproperties
{
ControllerClass=class'TestOneController'
}
And my controller:
Code:
class TestOneController extends Controller;
function PostBeginPlay()
{
Super.PostBeginPlay();
Log("bot===============POstBeginplay");
}
auto state() Idle
{
function BeginState()
{
Log("+++++++++++BEGIN STATE()+++++++");
log(Pawn.Name $ " is idle", 'Informant');
}
event SeePlayer(Pawn player)
{
log(Pawn.Name $ " sees " $ player.Name, 'Informant');
MoveTarget = player;
GoToState('FollowPlayer', 'Begin');
}
}
state FollowPlayer
{
function BeginState()
{
log(Pawn.Name $ " will now follow " $ MoveTarget.Name, 'Informant');
}
Begin:
log("moving...", 'Informant');
MoveToward(MoveTarget);
GotoState('GreetingPlayer');
Stop;
}
defaultproperties
{
PlayerReplicationInfoClass=Class'XGame.xPlayerReplicationInfo'
//PawnClass=Class'MutTestOne.TestOnePawn'
}
Last edited: